#arma3_scripting

1 messages ยท Page 331 of 1

tough abyss
#

@open vigil nobody is doing anything illegal, mate.

#

Yet... ๐Ÿ‘€

open vigil
#

Discussions about

#

If one were actually doing it, they would no longer be here.

tough abyss
#

TBH I don't see why it shouldn't be allow. Yes, it's a shitty move, but we're not really hurting anyone by discussing it, are we?

open vigil
#

Yes, you are. You've been made aware of the rules. It is non-negotiable.

cedar kindle
#

it's their rules and you're using their chat server

rancid ruin
#

untelo said "hex editor" + "google", i mean that's not exactly enough info to do much is it

vague hull
#

actually if not done right, it causes gains ๐Ÿคฃ

open vigil
#

@pliant stream Last warning

tough abyss
#

@open vigil I'm not negotiating or trying to change the rules. Aren't we allowed to discuss the Discord's rules?

dusk sage
#

Eh what did he do this time

tough abyss
#

Yeah don't blame @pliant stream, I asked it.

rancid ruin
#

๐Ÿ”จ

open vigil
#

Once again

Discussions about copy protection or copying, backing-up, hacking, cracking or reverse engineering of any of BI's products or the products of any other developer will not be tolerated and such discussions will be deleted immediately

Any continued discussion on the matter will not end well.

tough abyss
#

@open vigil so are we allowed to talking about this Discord's rules, or not?

dusk sage
#

Forum rules

tough abyss
#

Both, really.

vague hull
#

ohh guys common

#

whats the point of that right now

open vigil
#

You can discuss them with BI's legal team, Bohemia Beck or Dwarden., but not in a public format.

rancid ruin
#

BI's products or the products of any other developer

#

strict

tough abyss
#

@open vigil care to explain the backing-up part?

dusk sage
#

Just another way of saying reversing I think

rancid ruin
#

i'm selling atari cassette bootlegs, hmu if u interested

tough abyss
#

๐Ÿ˜‚

#

@rancid ruin I'll take 5.

peak plover
#

Some people take extracting mods or doing your own fixes to other peoples mods really badly and seriously. They have the delusion that they will "get famous" and their fame is being stolen or that they are losing something when these acts are taking place.

cedar kindle
#

just don't discuss it and you won't be banned ๐Ÿ˜„

peak plover
#

Somone else fixed my mod and reupped it? Well he will probobly get that job in video game industry that I always wanted. I want to include these mods in my portfolio.

#

I suggest strongly to not discuss it

rancid ruin
#

lol what, that's totally different nigel

peak plover
#

greed has no limits

#

I saw that thread about somones mod being extracted for learinng purposes without permission

#

Don't do it (talk about it)

#

It's best to just avoid trouble

tough abyss
#

Arma mods
Portfolio

peak plover
#

delusions

rancid ruin
#

I don't think any modder minds people de-pboing their work to learn from it. re-uploading someone else's work is 100% a dick move though.

still forum
rancid ruin
#

not even in the same ball park as reverse engineering arma itself

tough abyss
#

^

vague hull
#

that was quick

open vigil
#

You will notice someone has left us.

peak plover
#

Yes. sure, but think of it like this: You make some fun scripts for you and your friends to play with. You upload a mission with it to github/steam workshop. Somone from arma life steals your script and makes ~5k per month from arma life

#

Would you care about your scripts?

rancid ruin
#

does it matter if the author cares? no

tough abyss
#

Maybe I should be an arma life dev. Wow

#

Such ๐Ÿ’ฐ

rancid ruin
#

arma community standing up for IP rights and morals is pretty unique among games. we should encourage it.

peak plover
#

Man, it's a matter of where you are from. I for one will never mind if someone takes assets or scripts I create and makes a few bucks off it. I don't care for money, but the majority does

rancid ruin
#

release your work under MIT. done.

tough abyss
#

๐ŸŽต It's fun staying at the DMCA ๐ŸŽต

peak plover
#

Yeah

tough abyss
#

Who else sang that in their head

peak plover
#

anyway fadeMusic does it work?

rancid ruin
#

99% sure

vague hull
#

guys pls, we are way to on topic now ๐Ÿ™„

peak plover
#

I tried yesterday and used playMusic and then followed with fadeMusic 300; It blasted at the desired level for about half a second until it went back to normal volume

tough abyss
#

It's always worked fine for me. Maybe you need to define the time.

10 fadeMusic 0;  // Fade out over 10 seconds
peak plover
#

I tried with 0 and 10 and 100. I guess I have to try without mods today to see if it was a mod or mission that had something breaking it

still forum
#

@peak plover Using ACE?

peak plover
#

Yes

still forum
#

ACE hearing resets fadeMusic on Intervals (every few seconds)

#

I think same with fadeSound

peak plover
#

Thanks, that's it

#

BUSTED

tough abyss
#

lol

finite sail
#

@peak plover

dusk sage
#

Untelo banned ๐Ÿ˜ฎ ?

vague hull
#

Yep

open vigil
#

Ever see those people that get pulled over for a traffic infraction and they say "yup, sorry about that, won't happen again" and they get off with a warning? Untelo was the one who got argumentative and ended up being tasered and handcuffed and had his car impounded.
Things could have been much easier, but nooooo.....

high vigil
#

any one know the terrain object name for rocks on malden ? Rock, Rocks, Hide dont work

peak plover
#

Also case sensitive?

#
            "Land_Limestone_01_01_F",
            "Land_Limestone_01_02_F",
            "Land_Limestone_01_03_F",
            "Land_Limestone_01_apart_F",
            "Land_Limestone_01_erosion_F",
            "Land_Limestone_01_monolith_F",
            "Land_Limestone_01_spike_F",
            "Land_Limestone_01_wallH_F",
            "Land_Limestone_01_wallV_F"
halcyon crypt
#

awww did I miss some drama entertainment again? ๐Ÿ˜ฆ

warped thicket
#

Just needs to be implemented via ACE Settings for merge

cold pebble
#

Hello,
If possible would any of you be able to help me, I need to pick which array is the one which has matches something which has come through as a parameter, then select that array to get the 3rd (2nd) element from the selected array.
Thanks in advance,
Dom

#
_plantsArray = [
    ["plant1",300,0],
    ["plant2",500,0],
    ["plant3",800,1]
];
_plant = _this select 0;
cedar kindle
#
(_plantsArray select {_x select 0 == _plant}) params ["", "_one","_two"];
[_one, _two]  // return
cold pebble
#

So that checks the first element in each array against the param'd plant

#

then spits out the other 2 elements

cedar kindle
#

actually that won't work my bad lol ๐Ÿ˜‚

#

typing on phone sucks

#

need to select 0 after the select {}

cold pebble
#

๐Ÿ˜›

#
(_plantsArray select {_x select 0 == _plant} select 0) params ["", "_one","_two"];
[_one, _two]  // return
#

Mhhm?

cedar kindle
#

should be good but like I said you'll return the cost and amount instead of only the amount like you first wanted

#

or w/e those numbers are

cold pebble
#

So just to confirm, that'll go down and check which param'd plant it matches up to, then pick that line, push out the remaining part of the array, then I can use that remaining part to do with whatever I want?

cedar kindle
#

well almost, select is a filter which picks matching elements and returns a new array

#

in this case it would be nested, but it can still contain more than one element

#

if the first element isnt unique

cold pebble
#

so the 'remaining part of the array' as I said, would technically be a new array?

cedar kindle
#

it doesn't modify the original array

#

it returns a new array with the elements of the original that returned true from the {} code part

#

the rest are gone so there's no remaining (only the original array)

cold pebble
#

So if it was 'plant1' for example, _one would beEqualTo 300?

cedar kindle
#

yep

cold pebble
#
_plantsArray = [
    ["plant1",300,0],
    ["plant2",500,0],
    ["plant3",800,1]
];
_plant = _this select 0;

(_plantsArray select {_x select 0 == _plant} select 0) params ["_name", "_time","_illegal"];
hint format["%1",_name];
_plant setVariable ["growthTime",_time,false];
if (_illegal == 1) exitwith {
    deleteVehicle _plant;
};
#

So that'd be OK?

#

And the return for plant1 would be growthTime being set as 300, and it not being deleted?

strange ravine
#

Yes

chilly wharf
#

ive tried trigger it on clients, server only and all , still cant get it to work on Dedicated

little eagle
#

It would be easier if you stick to one channel.

tame portal
#

Is it possible to include game files in the description.ext?

#

For example, if you want to base your own interface controls directly on the Base classes inside the game files rather than pulling the Base classes and defining them yourself in your missionfile

little eagle
#

No, it will crash on a dedicated server unless the mission is unpacked. This is only for addon space files though. It works fine with files inside the mission folder.

#

It was broken around the time Eden came out and hasn't been fixed since.

tame portal
#

@little eagle I like this game

#

sigh

still forum
#

Commy is talking about #include
I think you are talking about pulling classes from game config into missionConfig? Never tried that. I guess that won't work

tame portal
#

#include so you can make UI controls based on the existing ones

#

@still forum

still forum
#

But inheriting classes is not #include

tame portal
#

Because I don't like defining those again and again in missions when I need dialogs, because they practically already exist

#

But you need to include them

#

Inside the missionfile, stuff like RscText is unknown

still forum
#

Yeah. Exactly. stuff like RscText is unknown that's what I meant by Never tried that. I guess that won't work

#

so yeah. #include is broken if you export pbo from Eden.
You can try packing the PBO yourself and see if that changes anything. Because afaik Eden exports are missing part of the pbo header

tame portal
#

Yeah so because I know that isn't working, I asked whether I can include the game files, however that doesn't seem possible anymore atleast packed :P

#

Urgh

#

I assume it will be fixed when DayZ standalone goes release

#

Yeah guess I'll have to do it the old way then for now :/

tough abyss
#

I assume it will be fixed when DayZ standalone goes release best meme 2017

queen cargo
#

@still forum no, will not work at any given time
both config trees are completly different and to make it work, it would be required to either change the config system (by adding a real refer functionality) or by adding the mission config below the base config

still forum
#

Yeah that's what I thought with ever tried that. I guess that won't work

queen cargo
#

including game files should however work

still forum
#

Doesn't tho. (#include)
Broke in Eden update

steep gazelle
#

Any way to make object emit sound?

naive needle
#

is there a way to return the id of a open dialog?

steep gazelle
#

Like in first mission of "Adapt" chapter, when you have to pick up radio that makes sound.

still forum
#

say3D for example

#

playSound also has a thingy to make it 3D thingy..

steep gazelle
#

And now is next question: Can I add my own sound? e.g. custom music that will play from radio.

still forum
#

Sure

steep gazelle
#

How?

still forum
#

See Wiki page of say3D or playSound

steep gazelle
#

oh, ok, thx ๐Ÿ˜ƒ

still forum
steep gazelle
#

Thanks! ๐Ÿ˜„

peak plover
#

Is there a way to re-assgin zeus after player zeus has been killed

#

and respawned

steep gazelle
#

It works! ๐Ÿ˜„ Thanks again @still forum ๐Ÿ˜„

still forum
#

@peak plover yes

peak plover
#

Great news ๐Ÿ˜ƒ

still forum
#

assign + curator. Search on Biki. Done.

peak plover
#
                    while {true} do {
                        waituntil {sleep 0.1; servercommandavailable _serverCommand};
                        missionnamespace setvariable [_adminVar,player];
                        publicvariable _adminVar;
                        _respawn = player addeventhandler ["respawn",format ["%1 = _this select 0; publicvariable '%1';",_adminVar]];

                        waituntil {sleep 0.1; !servercommandavailable _serverCommand};
                        missionnamespace setvariable [_adminVar,objnull];
                        publicvariable _adminVar;
                        player removeeventhandler ["respawn",_respawn];
                    };
#

line 255 @functions_f_curator\Curator\fn_curatorRespawn.sqf

#

Infinte loop

#

im so triggered

still forum
#

ok

#

What's so bad on the infinite loop?

peak plover
#

It never ends

#

It just keeps going

still forum
#

But it does nothing for 99% of the time

dusk sage
#

Shock horror

peak plover
#

A scheduled script runs for exactly 3ms before it is put in suspension to be resumed on the next frame

still forum
#

And?

#

You mean this is looping for 3ms every frame?

peak plover
#

Its not

#

It's looping the waituntil

still forum
#

so why does the 3ms thingy matter here?

peak plover
#

Well

#

Means if we have enough scripts that the scripts will slow down

still forum
#

I'm more worried about it taking up a scheduler thread and periodically checking for the waitUntil condition instead of just setting a eventhandler that removed the respawn EH again. But that EH doesn't exist sadly

peak plover
#

servercommandavailable event wud be nice

still forum
#

adminStateChanged you mean. CBA could add that in their custom eventhandlers but that would waste time every frame

peak plover
#

Yeah well tbh it's silly. It's marginal difference, but still.

tame portal
#

@still forum Scripts with infinite loops or waituntils just add additional time to the scheduler

#

20 scripts that only do waituntil equal 20*3ms of waiting time

still forum
#

what?

#

How did you get that?

tame portal
#

Each script unscheduled has 3ms runtime

#

before its suspended and then the next script gets 3ms

still forum
#

runs for 3ms at max != 3ms runtime

tame portal
#

Yes

#

But a waituntil with a condition that doesnt become true so quickly takes up 3ms, everytime

#

until the condition is met

still forum
#

No.

#

It doesn't.

#

when a waituntil condition is not met the script get's suspended immediately. That's why it's WAITuntil.
Same as Sleep and uiSleep do

tame portal
#

Is there any documentation on whether waituntil only evaluates once per timeframe or as often as it can?

still forum
#

no. But I as the guy that writes such documentation can tell you it evaluates once per frame (If the script even get's scheduled. Which doesn't happen if it hits the 3ms limit before it get's to the script)

#

Also Each script unscheduled has 3ms runtime is also wrong

tame portal
#

*scheduled

#

I meant scheduled

still forum
#

still wrong

#

The scheduler runs as many Scripts as it can until it detects that it ran for over 3ms

#

If only one script takes up these 3ms then no other scheduled scripts will execute that frame

peak plover
#

300 scripts that take 0.1 ms is still 30ms

still forum
#

yes.
only 30 of these scripts would execute that frame

#

and the next 30 the next frame. and so one

#

and after 10 frames it starts from the first script again

#

And if you have < 10 fps any sleep 0.1 would sleep for more than 0.1 seconds because even if the sleep is over that script won't get executed until there is space in the scheduler. Which is why you shouldn't use sleep as a reliably way to measure time

tame portal
#

So the scheduler only executes 3ms per frame in total?

still forum
#

yes

#

or less if there is less work

#

if a waitUntil condition is false that script is considered done for the current frame. And won't be executed till the next frame

tame portal
#

And we are actually talking rendered picture frames?

still forum
#

yes

tame portal
#

What's the reason this system was put in in the first place?

#

I mean.. I don't see a reason why there couldnt be a different management solution

still forum
#

So that if you run thousands of demanding scripts you can't hurt the FPS

#

what different solution would you choose?

peak plover
#

Ohh that's still bad, because it won't hurt the fps, but a script that would normally take 10 seconds, takes 60

still forum
#

exactly

#

Which is one of the main reasons all of ACE runs in unscheduled

tame portal
#

I personally find this sentence quite confusing then A scheduled script runs for exactly 3ms before it is put in suspension to be resumed on the next frame, again for another 3ms and so on until the script is finished. The paragraph is only slightly hinting at the fact that all scheduled scripts have a total execution time of 3ms, it actually sounded like each script has 3ms, hence my confusion.

still forum
#

yeah true. Quite bad .. writing

tame portal
#

Well, learned another thing about this crap ๐Ÿ˜„

#

It's really not that great when you can't really rely on the wiki providing sufficient information but rather have to fall into a trap to be taught the correct

still forum
#

All scheduled scripts can run for a maximum of 3ms in a frame. Each Script that runs add's up to the total runtime and as soon as the total runtime of 3ms is reached the current script is paused and the Game continues calculating everything else it needs to calculate that frame. On the next frame the scheduler again starts to run Scripts for 3ms. Starting with the script which hasn't been executed for the longest time.

#

is that better?

#

Gimme the wiki link please and I'll edit that

still forum
#

And Code Optimization page also done

tough abyss
#

is there a way to check if a missile has been launched (lock on) to the target (air vehicle)?

still forum
#

fired eventhandler probably. But that would need to be added on the guy launching the missle

tough abyss
#

@still forum sorry to tag your specifically, but do you know if the IncomingMissile eventhandler will work?

still forum
#

no never tried

tardy wagon
#

3ms regardless of hardware?

#

seems silly

#

nvm was thinking backwards for a second

warm gorge
#

What does "["<spawn>","",true,1]" mean in diag_activeSQFScripts? Trying to debug serverside lag issues, and seeing a whole bunch of these, dozens.

#

Just wondering because if its a spawn in a script, it would usually say which script, but this is blank.

vapid frigate
#

not sure, but guessing it would do that if you do [] spawn { some big loop }

#

if not, maybe event handlers or something

warm gorge
#

Yeah probably, cheers

steep gazelle
#

How can I add my own scroll wheel action? Like I want to shut down smartphone which is playing music.

peak plover
#

An important skill is google skill @steep gazelle

steep gazelle
#

Thanks xD

hasty pond
#

Was there a recent update to the text dialog controls, I'm having sudden problems with them having a weird font and size?

warm gorge
#

@hasty pond Yes, it broke in the latest Arma 3 Hotfix.

#

They're aware of it but it hasn't been fixed yet

tough abyss
#

is there a way to order the units to turn out if they are in armored vehicle?

peak plover
#

Set them to safe or careless

hasty pond
#

@warm gorge any workaround as of yet?

warm gorge
#

Not that I know of

hasty pond
#

Alright, thanks!

warm gorge
#

np

hasty pond
#

Is there a feedback tracker thing open for it? Tried to find it but couldn't.. ๐Ÿ˜„

tough abyss
#

Interested, I haven't encountered any issues with dialogs after the hotfix.

warm gorge
#

Have you not noticed map markers text off-centre and weird looking?

warm gorge
#

Has anyone used the new RscControlsTable yet? Theres like absolutely no documention oni t

tough abyss
#

@warm gorge nope.

still forum
#

@warm gorge Lecks is right. But spawned scripts can only run for 3ms per frame. So it's probably not the issue if you have lags.
You should try running profiling branch on your server and do real profiling although that's a bit more advanced

warm gorge
#

Yeah I think I might give that a go, profiling branch that is. Not entirely easy determining whats causing server lag from just diag_activeSQFScriptss

still forum
#

Because activeSQFScripts only tells you the cause of 3ms of every frame. But at 50 fps serverside every frame is 20ms long

warm gorge
#

Yeah true, especially when im getting only 10 server fps

#

Even less at times

royal abyss
#

How would i go if i want to get every map object if near from trees to lamps to walls to bushes to buildings and fences in a range of 5meter ๐Ÿ˜ƒ is there something?thats where im at atm: _Objects = ( nearestObjects[player, [] 5]);

royal abyss
#

jesus... thanks commy2 ๐Ÿ˜ƒ

#

why do they make nearestObject and nearestTerrainObjects? ๐Ÿ˜„

little eagle
#

nearestObjects is from A2 and it reports objects belonging to the mission and not the map / terrain.

royal abyss
#

hmm ๐Ÿ˜ƒ

little eagle
#

They complement each other.

still forum
#

Because objects and terrain objects are a different category in the engine. That's why there are two commands

boreal edge
#

I must be doing something stupid wrong. Can someone help me to find out why ArmA doesnt think that this becomes a string?

#
    'info': {
        'serverName': '" + serverName + "',
        'worldName': '" + worldName + "',
        'worldSize': " + (str worldSize) + ",
        'serverFPS': " + (str diag_fps) + ",
        'missionName': '" + missionName + "',
        'uptime': " + (str round diag_tickTime) + ",
        'playersIngame': " + (count allPlayers) + "
        'gameVersion': " + (productVersion select 2) + ",
        'gameBuild': " + (productVersion select 3) + ",
        'gameBranch': '" + (productVersion select 4) + "',
        'OS': '" + (productVersion select 6) + "',
        'architecture': '" + (productVersion select 7) + "
        }
}"```
still forum
#

try to use format?

boreal edge
#

hm, that could work, i will try it, thank you

zenith edge
#

missing a comma after " + (count allPlayers) + "?

boreal edge
#

true, but that comma shouldnt matter because it is in a string. i will try that tomorrow

zenith edge
#

ahh

dusk sage
#

You're adding a number to your string

#

With the count

boreal edge
#

lol

#

fuck my brain

#

thank you

still forum
#

Why?
Json doesn't need newlines anyway.

digital pulsar
#

quick question about this // <params> spawn fnc_someScriptedFunction; <params> remoteExec ["fnc_someScriptedFunction", targets, JIP];

#

assuming targets = 0, if i have fnc_someScriptedFunction defined locally but other clients don't, will it work?

#

locally as in on the machine but in mission scope

tough abyss
#

idk but I guess:

wiki says - "functionName: String - function or command name.
While any function can be used, only commands and functions defined in CfgRemoteExec will be executed."

because those function has to be defined in description.ext - CfgRemoteExec class it should be known by all clients because description.ext is the same everywhere,

But you could transfer the code itself to clients and then clients don't need a known function.
just look at Revo's note bout revealing:
[_desired_object, {player reveal _this}] remoteExec ["call", 0];

so u can do:
[<params>, {yourCodeHere}] remoteExec ["spawn", 0];

this will work for sure, i used it already in this way. But it is a bad manner because it causes much network traffic. It's better to define the function on each client.

little eagle
#

will it work?
No.

#

Because the function is undefined, it will not work.

royal abyss
#

is there a diffrent way to check if something is equiped or in inventory? instead of using if("item" in assignedItems player)

peak plover
#

yes

royal abyss
#

and the solution is ?

peak plover
#

if ("item" in (items player)) then

royal abyss
#

and does it then check in inventory or everywhere?

little eagle
#

"everywhere" ?

peak plover
#

Only inventory

#

Does not check equipped items afaik

royal abyss
#

hmm...

peak plover
#

What exactly are you trying to check for

royal abyss
#

because if("item" in assignedItems player) does not recognize TFAR items....

peak plover
#

Don't be shy... you can tell us

little eagle
#

assignedItems only reports what's in the GPS / Watch / radio / map / compass slot

still forum
#

and you probably want radio slot for TFAR. What exactly are you trying to do

little eagle
#

I don't think it reports what's in the NVG slot despite that being a item that can be used with assignItem iirc.

royal abyss
#

the tf_fadak is in the Radio slot but it does not get detected....

little eagle
#

Keep in mind that in is case sensitive.

still forum
#

tf_fadak is not in the Radio slot

peak plover
#

This is how TFR detects all the short range radios on the player

royal abyss
#

o.O sure it is its a short range 5km range radio that goes into the slot

still forum
#

it get's automatically replaced by a Radio with ID. That's why checking for classname doesn't get you results

peak plover
#

BOOM^

still forum
#

you have tf_fadak_17 or tf_fadak_35 in the slot. not tf_fadak

royal abyss
#

so i need to find the numbers or do they switch ?

still forum
#

they are unique

#

every Radio get's a unique and different number

royal abyss
#

ok so i need to use the TFAR function to check then

still forum
#

yes

peak plover
#

What you can also do is

still forum
#

what nigel posted

peak plover
#

use find for the string of the current radio and find fadak in there

still forum
#

TFAR_fnc_activeSwRadio returns the classname of the Radio that's currently in the Radio slot

#

do you only want to check if player has a Radio or if it's a fadak?

royal abyss
#

doesnt realy matter ๐Ÿ˜ƒ

still forum
#

Sooo.. what?

royal abyss
#

fadak would be nice ^^

#

so i want to know if they have the fadak equipped

still forum
#

(call TFAR_fnc_activeSwRadio) select [0, count "tf_fadak"] isEqualTo "tf_fadak" that should work

#

get's the radio. cuts of everything after the 8th character and compares that

#

but that may error if the player doesn't have any radio :u

royal abyss
#

hmmm...

peak plover
#

nil by default for activeSwRadio

still forum
#

because then TFAR_fnc_activeSwRadio returns nil. But.. That gives you a Idea

royal abyss
#

TFAR should be how VOIP works in arma ...sadly it doesnt ^^

still forum
#

No. The Arma solution should be better

royal abyss
#

with checks for AI so if ur talking in their range ai recognizes that ๐Ÿ˜„

peak plover
#

TFR 1.0 has an optional pbo which does that

still forum
#

TFAR already has that

royal abyss
#

but Arma not

rancid ruin
#

what's wrong with arma's von?

peak plover
#

The new VON sounds pretty decent

royal abyss
#

no Radio frequenzes and sometimes the quality of the range is weird in TFAR u can change between the range with wisper normal and loud ๐Ÿ˜ƒ

still forum
#

is VON 3D sound any good?

peak plover
#

You could make ai detect you with vanilla as well

royal abyss
#

same goes for most ace things they made so clever stuff like the shovel and the sandbags and all these little things and i would say the most realistic sniping in a video game

peak plover
#

The real question is, could you use aritculate to the point that the AI would intercept your communications and understand what you are planning

still forum
#

No.
And not everyone want's ACE like realism

peak plover
#

Wants*

royal abyss
#

in a way siri understands u and directions and other words gets detected ๐Ÿ˜„

rancid ruin
#

the REAL question is if the AI would do something close to what you wanted even if they fully understood

peak plover
#

"ok google" works really well as well. I'm not a native english speaker and google knows what I'm talking about all the time

royal abyss
#

๐Ÿ˜„

peak plover
#

oneoh, I want enemy AI to be like "ok found enemy radio 15 m, east." and then they pick up my teammates radio and listen to where we are going and ambush us

#

Maybe in arma 4

rancid ruin
#

AI disobey even if you script them specific instructions sometimes ๐Ÿ˜„

peak plover
#

Ohh yeah, that they do. Mostly because combat state

royal abyss
#

sometimes they are quiet "simple" minded ๐Ÿ˜„

peak plover
#

Took me like months to figure out autocombat and enableAttack

rancid ruin
#

hopefully one day arma AI is good...that way we could make proper CQC missions and we won't need SWAT 5 cos we could just make it in arma

royal abyss
#

and on other days they shoot you when u want to sneak up on them and one way shooting under and through a container

peak plover
#

Ok, so you guys go walk to that town. Just straight to it... What? Umm, you want to split up and just go into the forest and take like forever?

rancid ruin
#

not that arma AI is "bad" now...just looks bad close up

peak plover
#

I think the arma ai is pretty incredible

#

High command is still hella fun to use and there's plenty the ai does for the scale and complexity of the game

#

But there are some basic things that seem to be kind of missing from the base game

#

Like shooting some guys and then 300m later there are soem guys who don't even seem to care

royal abyss
#

i saw a pretty cool gamemode where someone made a Commander and counquer with arma 3 where u watch from above and controll ai looked pretty nice ๐Ÿ˜ƒ

peak plover
#

Yeah, gotta love the customizability

#

Can't do this anywhere else

royal abyss
#

yeah sadly they hold back DayZ Standalone...

peak plover
#

There's players that play the game for what it is. And then there's people that hang out here, the people who break the barriers and do whatever they want, however they want

#

Well, DAYZ is in development, allowing people to mod and edit it at it's current development state would be bad for everyone

#

as everythign is changing and there are new things every update. Mods would break every week

#

When they release a full project, modding would be nice, yeah

royal abyss
#

i would disable the zombies tbo ๐Ÿ˜„

#

the animals ok but not zombies ...idk ๐Ÿ˜„

#

the "hype" is over ๐Ÿ˜„

peak plover
#

When mods come out sure

royal abyss
#

i think exile would be quiet at the top then if they make it for dayz sa

frosty cave
tough abyss
#

If BIS_fnc_addStackedEventHandler no longer supported (on dev branch, at the moment), why are they fixing issues related to it? #dev_rc_branch I guess ๐Ÿ˜›

#

~~From the last changelog: ```
Fixed: The BIS_fnc_addStackedEventHandler function did not accept object argument or function name
Fixed: The BIS_fnc_addStackedEventHandler function was missing some native parameters, such as _pos in onMapSingleClick

peak plover
#

Wasn't there a script command that the cars would drive like slalom with?

tough abyss
#

@peak plover that's the default AI behavior ๐Ÿ˜„

still forum
#

follow path something

peak plover
#

Yes, this is it @frosty cave

boreal edge
#

If the ArmA AI is bad, which game has better AI?

random estuary
#

quick question, is || the same as or?

peak plover
#

Yes

boreal edge
#

@random estuary yes

random estuary
#

thx, had a brain fart ๐Ÿ˜„

boreal edge
#

the next big step could be maschine learning AI or something, but i think its hard to massively improve the current AI

#

a "urban behavior toggle" or script command sounds easy, but ArmA AI has to be able to work with all types of modded houses, objects, terrains, etc... that makes it very hard for Bohemia i think

peak plover
#

Well

#

There are different military doctorines and drills for dealing with combat

#

I've been using suppressFor

#

Works on my machine

#

You should be looking at real life combat and then try to come close to that instead

#

You want AI that metagames?

boreal edge
peak plover
#

@boreal edge It's the same as selecting an ai unit and holding ALT and selecting [suppress] from the command menu

#

That command does not always even work when using the command menu

frosty cave
#

lol @peak plover that slalom was crazy. gonna test setDriveOnPath later

peak plover
#

See, I'd liek too see advanced movement and things that are used in real military things like bounding overwatch

#

But you see a lot of it comes down to the mission / situation that you are in

#

There are a lot of commands that you can use to customize your ai to fit your situation / mission

#

That's realy what arma does, it delivers a platform.

#

See, if they didn't do that

#

I think they could have had a lot more special AI configuerations

#

pre-made in the game

#

Platform is the reason they put effort into functions / commands supporting modders etc.

#

There is NO other platform like this, it's not an excuse it's definately something to brag about

#

Can't do this shit in battlefield or call of duty

#

It would be nice if ace3 filled this modular/configuratable AI hole that arma has 'tho

#

Yes

#

What issue did you have with ai?

#

So, you want

#

No flanking

#

or advanced flanking

#

For example

#

Ahh, well this would take TONS of time

#

But you could write a script that takes in factors like

#

Ohh man this wold be heavy on the engine, but you can check if the ai is in open

#

If it gets engaged you can determine the direction of the enemy that has been spotted and determine if there is any cover

#

Yes

#

SQF will be slow and it will take a lot of processing power

#

Hmm, yeah

#

Would be great to get like a backdoor straight to the engine and do shit to process the ai and find out what's what

#

Yeah, also different training levels for ai would be nice, like less trained units from 3rd world armies would shoot from hip and not use cover correctly

#

Different animations, different rates of fire

#

Well, I still feel like there are no other games where I can be like, this ai did something stupid, how do I change this.

#

Like shooting at some guys and having enemies 500m away not giving a fuck

rancid ruin
#

have you guys figured it out yet?

peak plover
#

Ohh yeah, there are so many variables to take into account and so many things

#

Yeah, it really is a shame they have not added more ai things, with zeus or 3den

#

And yeah you are completly correct

#

When doing the ai stuff, it eats a lot of performance

#

Was that with your cop thing?

#

There are still some tiny improvements

#

But nothing REAL

#

Yes, but it shows that some tiny things are still being used

#

But looking at the DLC way of things

#

It seems that they take an area of the game and improve it whenever a dlc is coming, like jets/tanks etc.

#

There is no AI dlc

#

So yeah, like you said, it will never happen

#

Nope

tardy wagon
#

arma AI still kind of sucks overall I think

peak plover
#

Doubbt it

#

authentic military gameplay, which makes the best use of our sandbox

#

The ai that they want is already in their sandbox

tardy wagon
#

manglement doesn't want to touch the legacy code

frosty cave
#

hoping there is a much more extensible interface to the engine someday

#

or the new engine or whatever

tardy wagon
#

how about they just source-available it?

#

๐Ÿ˜„

#

when games really, truly want modders to do their thing, they slap the code on github

still forum
#

Intercept is not enough for you?

peak plover
#

Ideally you'd want a way to change the different moduels of the engine, like change parts of the ai.

#

intercept won't help really with ai

tardy wagon
#

haven't had a chance to look at intercept closely yet

#

they let you select a custom memory allocator which is kind of weird

#

are there even any others?

peak plover
#

I can't really think of any advantages to using intercept for ai

still forum
#

They don't let you select a custom memory allocator.

tardy wagon
#

yeah they do, or they used to

still forum
#

One of the Intercept guys is writing a Zombie AI FSM in Intercept

#

they don't now and they never did.

tardy wagon
#

Screenshot inbound lol

peak plover
#

How would you benefit from intercept? You still have to gather information from the sqf

tardy wagon
#

What is this?

still forum
#

This is the memory allocator startparameter setting thingy

frosty cave
#

that's not intercept

still forum
#

0% connected to Intercept

tardy wagon
#

I never said it was connected to intercept

frosty cave
#

just standard arma launcher params

still forum
#
haven't had a chance to look at intercept closely yet
they let you select a custom memory allocator which is kind of weird
frosty cave
#

that's rather confusing then ^

tardy wagon
#

"they" being arma, sorry

#

or the BI people

frosty cave
#

ye

tardy wagon
#

But what's the deal with that? Is there any info on the API that your allocator has to provide?

still forum
#

Intercept can also gather position data without SQF. In Parallel/multithreading. And Positioning is quite important for AI. But yeah, Intercept is only faster SQF besides that position thingy

#

Yes

peak plover
#

What kind of information does intercept have access to? Didn't know it can get position without sqf

still forum
#

That's the only thing it can get besides sqf.
Well. No. It can also list every file in all the loaded pbos. Which is probably not useful for most people

tardy wagon
#

anything is possible in theory with enough effort ๐Ÿ˜‰

still forum
#

stop talking about that

frosty cave
#

not allowed to chat about that here

tardy wagon
#

there we go

still forum
#

better

solemn mason
#

anyone tested allMissionObjects "#crateronvehicle" recently? it's allways empty for me, I'd expect to find hits on walls / buildings / vehicles here.

tardy wagon
#

I just analyze the game through human-computer psychic communication

#

works every time though

still forum
#

I think it's the crater on the ground under a crashed vehicle

#

not bullet holes on walls and stuff. Because that's something completly different

#

Crash a plane into the ground and test it. It should return the crater the plane created as it drilled itself into the ground

solemn mason
#

impacts on the ground are #crater and work just fine. It's for an old script that used #crateronvehicle to detect hits on a target. so it has worked before ...

still forum
#

What would a crater on a vehicle look like?

solemn mason
#

the bullet hit decal

tardy wagon
#

a big dent from a projectile

solemn mason
#

*it was used on a wooden sign and was no dent but a black dot.

still forum
#

a decal is not really a object

solemn mason
#

sry I don't know why it worked before but stopped.

#

#crateronvehicle was mentioned several times to be the way to detect the hit position.
Started with arma 2 and I guess it is just outdated with the hitpart events.

mortal halo
#

i was stuck

#

for an hour

#

because a command is missing from biki's script commands page

#

and it also doesnt have its own page

#

amazing.

#

the only place it was documented is here

#

i never knew about this page. and i think this is the first non pornographic hyper text page i've seen that gave me a boner.

peak plover
#

What command

peak plover
#

Sound exclusive limite edition to me

placid root
#

@mortal halo this is some serious sqf-porn, i think half of the channel isn't even allowed to see this ๐Ÿ˜›

polar folio
#

in short. i need to change a button's color on the fly. so far no bueno ๐Ÿ˜ฆ

little eagle
#

Use two button controls and hide the one you don't want.

mortal halo
#

honestly, i never use buttons.

polar folio
#

man

mortal halo
#

most of the time i use an enabled rsctext

#

best way to do it

polar folio
#

yea i should just make my own buttons. this is stupid

mortal halo
#

enabled rsctext is the best thing, you use onMouseButtonDown

#

that gives you so much info

polar folio
#

@commy i don't wat to make button configs. so i'll need a way to change hte button's color either way

mortal halo
#

whereas buttons are obsolete

#

and you can change whatever using sqf

subtle ore
#

can't use onMouseButtonDown must be MouseButtonDown if it's a ui event handler

mortal halo
#

depends where you put it - in the config or event handler

#

but yeah eventhandlers omit the on prefix

polar folio
#

all good guys. i know the difference

subtle ore
#

if it's an event handler than it can't have the on prefix

polar folio
#

thx for the quick confirmation that arma has no way to change button colors. expected ๐Ÿ˜‰

little eagle
#

^^

mortal halo
#

benson - use enabled rsctext. im currently making a new inventory system from scratch and buttons are out of the questions. rsctext is honestly all you need.

#

or more likely - mousebuttondown is all you need

polar folio
#

how do you mean "enabled"? you mean RscActiveText?

mortal halo
#

no

#

im not sure if this can be done by config, but in script you can go _ctrl ctrlEnable BOOL

#

enabling a control basically lets the user interact with it

polar folio
#

ah k. thx

mortal halo
#

so you can use the mouse event handlers

#

just do note you don't enable ALL controls.

#

if you enable a background gui element for example if a user clicks on it - it goes to the top of the ui - therefore covering the other elements

#

as a general rule of thumb - enabled controls should only be controls at the top of the ui ( no other element is above them )

little eagle
#

You sound too excited about this, Yuval.

mortal halo
#

yeah dude

#

i've been sitting past 3 days on UI

#

im amped up with this shit

little eagle
#

He, nice.

mortal halo
#

once dwarden makes me a biki acc im gonna fucking note the whole UI sections

#

literally been sitting for hours trying to understand why wont my eventhandlers work

#

why would my game crash on controls deletion

#

why some commands are missing

#

got everything figured out haha!

#

have you tried scripting control groups?

#

im pretty sure the whole 'make control groups a functioning part of scripts' was skipped

polar folio
#

ah cool. useful info. thx for that. should prevent some predetermined headaches

mortal halo
#

yeah, if anything doesnt work ask

little eagle
#

I've written all of this ^

mortal halo
#

deleting controls inside a group control crashes the game

#

also, deleting a group control all together crashes the game

#

most frustrating shit ever sitting infront of my pc for 2 hours figuring out, one systemChat "hi" after another why the game crashes with memory addresses all over the screen

#

im UI god damn hardened. and now i need to get back to my listboxes

#

good luck everybody and happy hunting

little eagle
#

gl ^^

#

Don't forget to take breaks.

mortal halo
#

yeah, i took a few PPC flights in the last couple of days - been good relaxation

polar folio
#

haha i was just gonna say. you sound like me when i had way too much coffee

polar folio
#

@mortal halo so how do i center the text like on a button? i used RscStructuredText to be able to center it horizontally but vertically it's still at the very top. which makes sense. so i'm guessing there is no way to set the style of a control in some way? ๐Ÿ˜ฆ

mortal halo
#

good question. i haven't got into that. i think there is a way to do it (not using style= for sure)

subtle ore
#

I keep seeing people using a center style. I'm pretty sure you can just get half of the width and height and set the position there.

mortal halo
#

nah halfing the scales makes it a quarter of the original

#

when scripting UI with SQF

#

you need to adapt yourself to the concept of making alot of elements

#

@polar folio

#

now what I'd do is I'd make 2 elements

#

one background and one text

#

adjust the pos and w/h of your text element so it will be vertically centered

#

now there might be a config solution for this

#

or search supportInfo / the magic biki page i've found for commands

#
  • red commands (commands with no page) are the most interesting
#

there are alot of ways to go with this

#

i've once made a complete library of UI functions for this very purpose

#

encapsulating ui elements inside eachother

#

grouping them and moving them collectively (yeah, it was 6 months ago and i didnt know anything of control groups... AND I SHOULDNT!!!)

#

it's not documented in anyway except some really minor comments at the top of every file so.. if i ever go on releasing it - i'd have to document it better cuz i keep all the documentation as a single string variable in my head

#

it's really time consuming but go ahead and make a couple of functions of your own

#

such as [CTRL1, CTRL2,MARGIN] call ui_encapsulate

#

essentially you put CTRL2 inside CTRL1 with a margin

#

so you get a nice rectangle inside a rectangle

#

now everytime you wanna have it set, you use this function

#

going back to the original suggestion,

#

do not be afraid of using more than one element for your stuff. the worst case scenario is you throw those two elements into a controls group and add mouseenter mouseexit eventhandlers to the group

#

or to the backmost background element

polar folio
#

i went with structured text starting with a line break for now, which is totally fine for my purposes. but thx for the taking the time to write a detailed response. i mgiht use this for other stuff

subtle ore
#

@mortal halo acidentally spike your coffee with something ? ๐Ÿ˜›

mortal halo
#

dude i had a cup of coke 3 hours ago

polar folio
#

he's on fire!

mortal halo
#

thats all caffaine consumed today

#

understand the amount of frustration behind that excitement

#

please do try.

#

(help me)

polar folio
#

lol don't shine too bright. you'll burn out fast

queen cargo
#

@mortal halo use relative values isntead of grid and there is no such thing

mortal halo
#

can you quote

#

i dont talk much but when i do..

queen cargo
#

read your large wot

#

first few lines

#

safezone will make it possible

mortal halo
#

yeah well if you have w / h only, the element will be 1/4

queen cargo
#

xy can be done safespace

#

wh too

#

later, now dota

mortal halo
#

gl hf

queen cargo
#

ty

mortal halo
#

onto some other kind of stuff

#

im looking for a way to build a large array of container items

#

these shall include all items, equipment

#

magazines with the amount of bullets in them

#

weapons with all attachments + magazines (also amount of bullets in them)

#

is there a simple way?

subtle ore
#

Run X39, Commy might be around ๐Ÿ‘€

queen cargo
#

automation is the way to go
using the BI functions for exporting the equip of VirtualArsenal is useful

#

what would he want to do @subtle ore? flame around like usual?

subtle ore
#

@queen cargo Who knows, may be worse this time ๐Ÿ‘€

polar folio
#

i don't think there's an easy way. but i haven't touched that stuff in a while. there might be some new fancy commands. to my knowledge you might even have to have some invis dummy unit pick stuff out of the box so you can get all the data. not sure you can get bullet count for example from inside a box

mortal halo
#

yeah well virtual arsenal doesnt save the mags (as in bullet count for each of them)

#

and it's too large scale

#

im looking for specific containers

#

so i could input backpackContainer player

#

but also groundweaponholder

#

and also zemek truck

#

it needs to be a very generalized function that deals with any and all possible containers

subtle ore
#

@mortal halo isKindOf "Ammobox_F" versus isKindOf "Truck" ?

mortal halo
#

lemme explain better

#

say i put my MX with a 25/30 mag inside my backpack

#

and i run my function on the backpack container

#

then i put it inside an ammobox

#

and run it

#

it will result the same, and keep all the information

#

if you put a weapon with a 25/30 mag inside your backpack, export and import in the arsenal

#

the mag will be 30/30

#

same for just putting a 25/30 mag inside the backpack

subtle ore
#

Maybe write something to keep mag progress, even if it is a headache and just runs a fire event and sets progress that way

mortal halo
#

meh i guess i'll try do it myself brb

subtle ore
#

Yuval, you crack me up real badly. Lol

mortal halo
#

yeah well heres the deal

#

so you have weaponsItemsCargo that is basically just what I need weapons wisely (array with all weapons and their attachments / mags with bullet count)

#

now for actual magazines in the container theres magazinesAmmo and magazinesAmmoCargo

#

and i cant damn tell the difference

subtle ore
#

Well I would assume Cargo has a dynamic target and magazinesAmmo is strictly for the player?

mortal halo
#

well no

#

both take vehicle

#

and when used with backpackContainer both bring up the same array (checked with isEqualTo)

subtle ore
#

well maybe one is old ๐Ÿคท

mortal halo
#

yeah both are from arma 3

#

one is like 0.7x

#

other is 1.2x

#

in arma 3 versions

#

what i suspect is one function also includes ammo reloaded into the vehicle

#

if it has guns which i dont want

subtle ore
#

well didn't you say that both returns the same values?

mortal halo
#

well for my backpack

#

now that i put my mags in a vehicle

#

seems i was right

#

magazinesAmmo is for the ammo loaded into the vehicle

#

magazinesAmmoCargo is for the container

#

so cargo is my go

subtle ore
#

I swear they had a different command for ammo loaded in a vehicle, very strange.

mortal halo
#

holy shit

#

objectParent

subtle ore
#

what about it?

#

afaik it wouldn't return what you needed.

mortal halo
#

nvm

subtle ore
#

Return Value: Object

mortal halo
#

say i have a unit

#

and i have a vehicle

#

i am using nearSupplies to access their containers

#

how would i differ from one to another

#

for me, they both could be a vehicle or a unit

subtle ore
#

if(cookieContainer isKindOf "ReammoBox_F") exitWith {hint "It's a cookie jar!"};

mortal halo
#

yeah but

#

what does it do

subtle ore
#

Not sure what you mean.

mortal halo
#

lemme ask that again, and also add another condition

#

say i initiate a nearsupply

#

how do i differ between a unit, a dead body and a vehicle/ammobox (treat them the same)

#

now that's tough

#

obviously, alive is to differ between a unit and a corpse

#

so that kinda minimizes it to is it a unit or a vehicle

subtle ore
#

if((alive _x) && (_x isKindOf "ReammoBox_F")) exitwith {hint "alive and a ammo box"};

mortal halo
#

and a vehicle is an ammobox?

subtle ore
#

No, that's just returning the vehicles parents. Think of how it's sort of identified I suppose

#

all the vanilla ammoboxes have that same parent name

mortal halo
#

the thing is

subtle ore
#

the HEMTT ammo has a unique and specific parent called B_Truck_01_mover_F

mortal halo
#

i have 2 categories here : Unit/corpse | GroundWeaponHolder/Vehicle/Ammobox

#

would it make the difference here

subtle ore
#

Well, how are they assorted?. Because I can do something like this: [["Closed",Closed"],["Open"]]

mortal halo
#

a one dimmensional array

#

[man, dead, car, groundweaponholder,us_ammo]

#

basically the return of nearSupplies

subtle ore
#

if(_x isKindOf "Man") exitWith {//not valid supply source};

mortal halo
#

wait what

#

hold on

#

ok

#

GREAT

#

now

#

i'd have to deal with units / agents seperately

#

because an agent's container is different

#

but for now

#

theres unit/corpse

#

and there's vehicle/groundweaponholder/ammobox

#

from the top of your head

#

would you say

#

this is categorized enough in order to search inside the containers? the categorizing is done due to the fact players dont have items directly on them but rather on their backpack/vest/uniform containers

subtle ore
#

Sure, all you really have to do is make sure you're now selecting everything but the players or whatnot.

mortal halo
#

oh damn

#

one more thing i forgot

#

see when you deal with dead bodies and groundweaponholders

#

there's SimulatedWeaponHolders

#

i see them spawning on the corpse

#

i have no idea what they are

subtle ore
#

they're to place the player's items in

mortal halo
#

what do you mean by that

subtle ore
#

essentially the corpse's inventory. Otherwise, you just have the lifeless body with nothing else. The ground weapon holder stores the dead player's weapons so other players can pick them up

tardy yacht
#

Anyone know how I could hide the ammo count on the top right of the screen (the unitinfo box) like ACE does it, but without ACE?

subtle ore
mortal halo
#

yeah disableHUD

subtle ore
#

showHUD

mortal halo
#

but you see @subtle ore the copses body is already there, as the dead unit

#

ontop of it, there's the weapon holder

#

simulated

subtle ore
#

@mortal halo Yep, once again. The weapon holder holds the dead unit's weapons.

mortal halo
#

damn i see

#

essentially when you go inventory on the body, the weaponholders' stuff are included

#

but they aren't part of that body?

subtle ore
#

Yep

tardy yacht
#

I've looked into this already, I want to keep the actual element, I just want to grab the control that shows the bullet count and set its fade to 1 or just delete it. The weapon name, firing mode and all information excluding the current mag's bullet count should remain.

mortal halo
#

wait what

#

they're part of both of them

#

??????

#

what the FUCK

subtle ore
#

@tardy yacht look in the config viewer for the weapon information display

#

@mortal halo Don't know what to tell you. Are you running mods?

mortal halo
#

no

#

both the weaponholder and the body

#

contain the weapon (when using weaponCargo

subtle ore
#

wouldn't make sense since that's the point of the weapon holder is to hold the unit's weapons.

mortal halo
#

wait

#

ok

#

that's extremely weird

subtle ore
#

the weapon holder is a parent to the body

#

or rather a child object

#

afaik

mortal halo
#

well

#

objectparent on both returns objnull

#

BUT

#

weaponCargo returns the MX on both of the containers

#

getweaponcargo and weaponsItemsCargo only returns the MX on the weaponholder

#

gg bohemia

subtle ore
#

gives me a headache

mortal halo
#

me to

#

i have to wake up in less than 5 hours

#

i guess im gonna have to deal with it tomorrow

#

anyway man, thanks!

#

you've gave me alot of help here..

#

understanding how this mechanic work

#

for that i give you a cookie out of the cookie jar midnight addweapon (((weaponsItemsCargo cookieContainer) select 0) select 0)

#

good night

tardy yacht
#

I think I've found it. Although I can't seem to affect it in any way. I've tried deleting it, setting its fade (and committing), setting its position (committing again) but nothing seems to change. For reference, I think it should be control #184 in display #300.

subtle ore
#

@mortal halo aha! Thanks for giving me that cookie ๐Ÿ˜ƒ

#

@tardy yacht closeDisplay

tardy yacht
#

Thanks for the suggestion but it's not working. Can the control somehow be forced on screen and ACE are somehow over-writting through their mod?

subtle ore
#

@tardy yacht yes of course, why didn't you mention ace was loaded. They have a ui module so you can disable and enable ui elements

tardy yacht
#

ACE is not loaded, I'm trying to emulate its behavior. At least the hiding ammo count part.

subtle ore
#

@tardy yacht (findDisplay 46) closeDisplay (yourIDCNumberHere);

mortal halo
#

ctrl...

#

show...

#

false..

subtle ore
#

It's not a Control though

mortal halo
#

he wants to only disable bullet cpunt

#

count*

#

so it is

subtle ore
#

Oh, I thought he was talking about the weapon information in general.

mortal halo
#

yeah

subtle ore
#

ctrlEnable

mortal halo
#

i did to at the beginning

#

ctrlShow false

subtle ore
#

yep

mortal halo
#

ctrlEnable only enables / disable user interaction

#

i dont think it is an enabled control

subtle ore
#

ctrlEnable[idcNumberHere,false]

#

oh

#

well then

mortal halo
#

NO!!?

#

no idc!

#

i hate idc.

tardy yacht
#

ctrlShow doesn't seem to exist.

mortal halo
#

but it does

subtle ore
#

Hold on now, take a chill pill.

tardy yacht
#

Yeah you're right.

#

My bad

mortal halo
#

try control ctrlShow false

tardy yacht
#

I somehow typo'd

#

I'll try it right now

subtle ore
#

idc: Number - control ID

mortal halo
#

generally try to stick to controls rather idcs when doing ctrl* operators

subtle ore
#

first param in ctrlEnable

tardy yacht
#

ctrlShow [idc, bool];

mortal halo
#

yeah

#

but

subtle ore
#

unless you can grab that weapon counter as a control rather than an idc I wan't to know

mortal halo
#

yes ofcourse

subtle ore
#

shoot

mortal halo
#

((findDisplay IDD) displayCtrl IDC) ctrlShow BOOL

#

no idc used.

#

checkmate

tardy yacht
#

I just did that, both return no error but I see no progress on screen.

subtle ore
#

Oh, well. No challenge here my friend. My brain must've been off the track here, totally forgot about that.

tardy yacht
#

With IDC and with actual control.

mortal halo
#

listen

#

when you use ctrlShow [idc, bool]

#

you use it for dialogs

#

this is no dialog

#

this is a display

subtle ore
#

what's the point of closeDisplay then?

mortal halo
#

a dialog is unique. only one exists at a time

#

display is part of the ui

#

like

#

actual hud for example

subtle ore
#

Oh my god, I'm stupid.

mortal halo
#

idc is just a control id inside a display

#

but

#

you have tons of diaplays

#

displays*

#

so..

subtle ore
#

Yep.

mortal halo
#

its like going to a crowded area yelling "Jack come here"

#

there are alot of jacks

#

see?

subtle ore
#

Yes yes, I was not thinking that through.

mortal halo
#

dialogs are bad

#

okay

#

very bad

tardy yacht
#
_ctrl = ((findDisplay 300) displayCtrl 184);
_ctrl ctrlSetFade 1;
_ctrl ctrlCommit 0;
mortal halo
#

dialog is like one level under mutual assured destruction kind of bad

tardy yacht
#

I have the actual control, it just won;t do anything.

mortal halo
#

no

#

why fade

#

fade is bad

#

ctrlShow false

tardy yacht
#

That's one of the things I've tried

#

Tried that too

#

I tried moving its position

mortal halo
#

how about settextcolor to red

tardy yacht
#

I'll try that

mortal halo
#

see if that affects it

#

ctrlSetTextColor

#

^

#

if it doesnt

tardy yacht
#

Nope

mortal halo
#

well

#

either make sure saving = 0 in description ext or disableSerialization at the tope of the code

tardy yacht
#

I'll try and analyze ACE's way of doing it, but their stuff is way too advanced for me.

mortal halo
#

i think thats how you write it. not sure

#

its simple stay with me

subtle ore
#

yep disableSerialization

mortal halo
#

i hate saving so for me saving is off all the time

subtle ore
#

Yeah it pisses me off too

tardy yacht
#

Wait a minute

mortal halo
#

fuck saving

#

this is mp game

#

hey bis, fuck saving!

subtle ore
#

saving =0; ftw

mortal halo
#

yeah

tardy yacht
#

I'm in an unsaved map in the editor, could that be fucking up my attempts?

mortal halo
#

depends

#

how you run your script?

tardy yacht
#

Debug

mortal halo
#

init line? consol

#

oh

#

yeah

#

dont

#

do that

#

for so many reasons

#

init.sqf

#

addaction

#

whatever

subtle ore
#

Eeeekkkkkk, addAction why not jsut run it locally initPlayerLocal then go from there?

mortal halo
#

because its an editor map

#

it has no other context than running local and spawning rabbits

subtle ore
#

Don't forget the souless goats

mortal halo
#

no!

#

they are arma 2

#

they were there, and they stayed there

subtle ore
#

Never.

mortal halo
#

and its better for everybody

#

no

#

goats are bad

#

we have snakes

#

and rabbits

#

mamie

#

im giving up sleep hours come on resultsssss

tardy yacht
#

I'm trying that right now with the addAction thing

mortal halo
#

saving = 0

#

i hope

tardy yacht
#

init or desc

mortal halo
#

deac

#

desc*

subtle ore
#

Goat_random_F

mortal halo
#

no

#

NO

#

_goat setDamage 1

#

the fuck outta here

subtle ore
#

๐Ÿ˜ฆ

mortal halo
#

yeah

subtle ore
#

Tuna_F

mortal halo
#

ok

#

thats cute

#

but make it go on land

#

ok im gonna head off

subtle ore
#

Lol, okay.

mortal halo
#

mamie tag me i want to see you succeed

#

and if you dont

subtle ore
mortal halo
#

you search the hell out of the biki

#

and you do!

tardy yacht
#

Still doesn't work the addAction way.

mortal halo
#

holy shit

#

thats a walking tuna

#

ok

subtle ore
#

๐Ÿ˜„

mortal halo
#

you mist be doing smth wrong

#

must*

#

i'll head off

#

good luck tho

tardy yacht
#

Thanks for the help dude I'll keep you updated.

tough abyss
#

Maybe stupid question but I try to understand:
In wiki (https://community.bistudio.com/wiki/Scheduler#Where_code_starts_scheduled) u find the information that code starts scheduled from
-init.sqf
-initServer.sqf
-initPlayerLocal.sqf
-initPlayerServer.sqf
and also
-code execution with call from a scheduled environment

assuming this is all true. I can't imagine how to start something unscheduled in a script (preinit scripts excepted).
Most (nearly all) scripts I write have there execution origin in on of those init.scripts and these are in a scheduled environment. If I call a script from scheduled e. then the called one is in scheduled e. as well.
What do I miss here? I can't see how to do it unscheduled.

tardy wagon
#

what is the basic process for adding a new type of ammunition that can be used with a weapon?

peak plover
#

By using the functions library in your description.ext

#

@tough abyss

tardy wagon
#

can you even make a new ammo type for an arbitrary gun that you didn't make yourself?

peak plover
#

with configs yeah

#

Although, mod makers will definatley not like that

#

For vanillia there should not be a problem

tardy wagon
#

why won't they like it?

peak plover
#

Because all the fame and praise you will get off their work will make them mad

#

That's what some of them think atleast

tardy wagon
#

I'm going to make ammo types for personal use on my machine. They are gonna have to find a way to cope lol

peak plover
#

You should message mod makers and ask them, since they are also not one concious hivemind, but every mod maker has a personality of their own

tardy wagon
#

What I do on my machine is none of their business

peak plover
#

Yes, that's good.

tardy wagon
#

Do I need to decompile the weapons into the .pbo's (or whatever files they start as) or do these configs exist in plaintext somewhere?

peak plover
#

Some mods like 3cb, have some kind of encryption on their files so you gotta figure out the classnames

tardy wagon
#

that's no problem

tough abyss
#

@peak plover I dont get that. what has function library to do with it? it's just another way (the better one) to compile. It shouldn't change anything with code execution.

peak plover
#

There shoudl be a config viewer in-game as well, but if you can extract the .pbo and use binarized (arma 3 tools on steam) to unbinarize the .bin

#

config.bin into config.cpp

#

What's the better way to compile?

tardy wagon
#

it's kind of funky that they use encryption though, i've seen tons of mod makers rip weapons from other games

#

TBH sounds like a nice challenge

peak plover
#

I had an issue with the 3cb mods that I could have probobly solved myself, whenever I had 3cb mods loaded, some guns made no sound when they were fired on remote clients with single fire mode

halcyon crypt
#

configs aren't "encrypted" they are binarized and can be de-binarized

peak plover
#

Clearly a config fuck up on 3cb part, but I could not do anything about it because they closed up .pbos

#

No, you can't even extract the 3cb pbos

tardy wagon
#

yeah, the standard bin-debin process is fine, that's how arma workd. But if they go further it's kind of lame

#

*works

#

too bad that encryption will come down to a single point where the key is loaded into memory and used

halcyon crypt
#

oh I see that's probably Mikero's tools at work ๐Ÿ˜ฆ

peak plover
#

Yeah, what a bunch of nerds, considering they didn't even make all the assets themselves

tardy wagon
#

all you need to do is use your computer telepathy to find that exact point and transfer the key to your mind for future use ๐Ÿ˜‰

peak plover
#

I'm glad my teachers thought me about the goodiness of open source, etc. Scripting would be so much more difficult for beginners if all code was kept to only the makers. If no one shared and everyone was competing, if there were paid mods this would suck ass

tardy wagon
#

indeed

#

I think paid mods are coming soon, to gaming as a whole

#

unfortunately

halcyon crypt
#

you can just export the configs from inside A3 though

peak plover
#

If you want money for your time, make something else. Mods are supposed to be free, not paid/sold

tardy wagon
#

oh can you?

#

that makes it even more funny

#

they use their cute little encryption, only to have arma promptly decrypt it and make it available

#

I should do more arma modding. I've currently done none

peak plover
#

If you want to make money/fame you can make a unreal engine game now, so modding should be left to free people who don't make money off it.

#

Config viewer should appear in 3den editor

tardy wagon
#

UE4 is glorious